If I said The Avengers, you’d know exactly the setting of rpg Agents of SWING. The Cold War, short skirts and fast cars mixed in with international mayhem and poured for your pleasure. Players are employees of the Supreme World Intelligence Network Group and are battling against whatever evil organisation Control (otherwise known as the GM) can come up with in the grooviest manner possible.
The attitude of the game is definitely uncomplicated amusement. Stunts, cliches and zippy one liners are positively encouraged. If you aren’t poking fun at the enemy, wrestling a shark and firing a laser from your watch you are doing it wrong. Agents of SWING is well detailed with twelve (thirteen?) departments to assist you and send you on missions. The often thorny issue of money is absent, gadgets are purchased with advancements or you are given what you need as part of the job. Every character also has a cover which the player creates, meaning you get two concepts for the price of one, like a steel hearted professional killer pretending to be an international playboy. The 60’s setting makes for interesting challenges – imagine no mobile phone, no Internet or advanced forensic testing. Players have to get creative and engage those brains to get things done. On the upside if there is no global meglomedia then who is to know what the Prince of Butani looks like or even if that is a country!
I’m impressed by the many pages of games master advice that really detail what you need to know and be able to do. Coupled with the vast number of recognisable npcs and straightforward way to create enemy organisations should mean playing Control is less of a daunting task. I like the simple but striking artwork, helpful timeline and the breezy character sheet. As someone who has spent far too long cutting up photocopied pages I appreciate the collected tables, making it a snitch to print out your own reference sheets.
There are many things to love about Agents of SWING but I have to put my hands up and say I personally don’t like the FATE system it uses. FATE is open source and has been used in other games such as Starblazer. I agree the mechanics are simple and easy going and lends itself well to this sort of game. My problems are the negative dice – roll 2d6, take one from another, leading to more failures than I think there should be, and the character Aspects. Instead of stats you have a number of Aspects which describe your character which in turn influences your rolls. For example, the Aspect “Mine of Useless Information” gives you a bonus when trying to recall odd facts to say, impress a target scientist. I find this method too broad, open to abuse and daunting for some players.
However this is just my own niggle, it may not be an issue for anyone else. I hear there are tons of supplements on the horizon and even a deluxe printed version with pencils and dice! It is always encouraging that a game is going to be supported beyond it’s first release, showing real love for the product. I’d like to see a book on SWING in the modern world, how it has changed and what happens when agents get old? But I’m being greedy. This is a humorous, action packed, free wheeling game without complicated rules.
In the words of Austin Powers “Its totally shagadelic.”
Publisher: Postmortem Studios